ok you write works... but where i get the name of my animation if i
have more then one, with one i can get the default-name way.
debug:
                        trace(" ==> " + 
Array(model.animationLibrary._channels).length);
                        trace(" ==> " + skinAnimation._channels.length);
                        trace(" ==> " + skinAnimation._channels[0]);
                        trace(" ==> " + skinAnimation._channels[1]);
                        trace(" ==> " + skinAnimation._channels[2]);
                        trace(" ==> " + skinAnimation._channels[3]);
trace:
 ==> 1
 ==> 5
 ==> [object Channel]
 ==> [object Channel]
 ==> [object Channel]
 ==> [object Channel]
yes, i want to use more then one animation in one .dae.
thx

On Nov 25, 4:56 am, Revalis <[email protected]> wrote:
> Oh. Also note that the _channels Array is a private var. If you want
> to be able to access it from outside the SkinAnimation Class, you'll
> need to edit the SkinAnimation.as and change the definition from
> private var to public var.
>
> Alternatively, if you don't feel comfortable doing that, you can trace
> for .start, .loop, .length on your skinAnimation to see if a value is
> returned. But those are references to the animation exported as a
> whole, not individual clips.
>
> > On Nov 24, 10:54 pm, Revalis <[email protected]> wrote:
> > _channels is an Array that is stored in the SkinAnimation Class, not
> > the AnimationLibrary. Change your
>
> >  trace(" ==> " + Array(model.animationLibrary._channels).length);
>
> > to
>
> >  trace(" ==> " + skinAnimation._channels.length);
>
> > Also, in trying to understand the larger scope of what you're
> > building, are you trying to include multiple animation sequences in a
> > single C4D file that you are exporting out as DAE?
>
> > > On Nov 24, 5:58 pm, martin <[email protected]> wrote:
> > > mmh so i try this:
> > >                         //debug
> > >                         trace(" ! Model : " + model);
> > >                         trace(" ==> " + model.animationLibrary);
> > >                         trace(" ==> " + 
> > > model.animationLibrary.getAnimation("default"));
> > >                         trace(" ! Skin Animation : " + skinAnimation);
> > >                         trace(" ! Skin Animation My : " + 
> > > model.animationLibrary);
>
> > >                         if (model.animationLibrary == undefined)
> > >                                 trace("=::=> undefined");
>
> > >                         trace(" ==> " + model.animationLibrary._channels);
> > >                         trace(" ==> " + 
> > > Array(model.animationLibrary._channels).length);
>
> > >                         var paramName:String;
> > >                         for (paramName in 
> > > Array(model.animationLibrary._channels)) {
> > >                                 trace("sch:"+paramName);
> > >                                 
> > > trace("sch:"+Array(model.animationLibrary._channels)[paramName]);
> > >                         }
> > > and get this log:
>
> > >  ! Model : $: x:0 y:0 z:0
> > >  ==> [object AnimationLibrary]
> > >  ==> [object AnimationData]
> > >  ! Skin Animation : [object SkinAnimation]
> > >  ! Skin Animation My : [object AnimationLibrary]
> > >  ==> undefined
> > >  ==> 1
> > > sch:0
> > > sch:undefined
>
> > > when i try the default method i see my animation in the engine, but i
> > > want to create more then one and i want rename this hole for a better
> > > structure...
> > > martin
>
> > > On Nov 23, 4:09 pm, Revalis <[email protected]> wrote:
>
> > > > Hey martin, the animationLibrary is a little tricky. It itself is not
> > > > an Array, but it carries an Array of the animation Channels in it.
>
> > > > Try tracing: trace(" ==> " + model.animationLibrary._channels);   //
> > > > _channels being an Array, you should be able to get .length, or [0],
> > > > [1], etc...
>
> > > > Do you see animation when you .update() your skinAnimation ?
>
> > > > On Nov 19, 5:45 pm, martin <[email protected]> wrote:
>
> > > > > hello everyone,
> > > > > i have a problem to read out the names from my animation in the
> > > > > animationLibrary.
> > > > > i create a animation in maxon cinema 4d and export a collada file with
> > > > > an animation sequence...
> > > > > how can i access to this animation, because maxon creates other names
> > > > > in the collada file as in the cinema editor scene... so i must read
> > > > > out the names like this...
> > > > > skinAnimation = (model.animationLibrary["default"] as
> > > > > AnimationData).animation as SkinAnimation;
> > > > > but without naming my animation i cannot ceate my animation in away ;-
> > > > > (
> > > > > how it works, when i try this
> > > > > trace(" ==> " + model.animationLibrary); i get an trace like this ==>
> > > > > [object AnimationLibrary]
> > > > > trace(" ==> " + model.animationLibrary[0]); i get a undefined trace
> > > > > any solutions!?
> > > > > in my example i use the cat from katopz with bones, import the dae in
> > > > > maxon, make my animation an export it to my collada...
> > > > > greets
> > > > > martin- Hide quoted text -
>
> > > - Show quoted text -- Hide quoted text -
>
> > - Show quoted text -

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